//
//  Shader.fsh
//  Renderbunny
//
//  Created by Holmes Futrell on 1/20/11.
//  Copyright 2011 Holmes Futrell. All rights reserved.
//

uniform sampler2D sampler;

uniform bool alphaOnly;

varying vec2 uv;



void main()
{
	vec4 color = vec4(texture2D(sampler, uv).rgba);
	
	float v = 1.0 / 1.5;
	
	gl_FragColor = vec4( pow(color.r, v), pow(color.g, v), pow(color.b, v), pow(color.a, v));
	
}